RimWorld

RimWorld

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Teleportation Trap
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Mod, 1.5
File Size
Posted
1.083 MB
17 Jan @ 11:36am
1 Change Note ( view )

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Teleportation Trap

Description
A marvel of frontier ingenuity and sadism, this security device teleports enemies to or from a linked teleportation trap. Use it to send drifters to your den of thrumbos or streamline raids by delivering enemies straight to the oven.

While chemfuel provides the raw power, psychite tea refines and amplifies psychic energy to isolate and project a target's physical form. When triggered, it locks onto an intruder’s signature and violently ejects them to the designated location.





How To Use
  • Unlock with Psychoid Brewing research.
  • Build from the Security menu.
  • Costs: 30 steel, 10 chemfuel, and 1 psychite tea per trap.
  • Link traps via the interface menu.
    • Without a linked trap, it functions as a single-use trap and loses its teleportation ability. To preserve its functionality, either link it to another trap or uninstall it.
  • When triggered:
    • The enemy is teleported to the linked trap.
    • Both traps are consumed upon use.



Additional Functionality

  • Link, unlink, or relink traps from either trap’s interface menu.
    • Linked pairs display a green line when selected.
    • Unlinked traps show a yellow question mark when selected.
    • Unlinking or relinking removes previous connections.
  • Toggle teleportation mode:
    • Enabled + Linked: Teleports enemies to the linked trap and receives enemies from it. Both traps are consumed.
    • Disabled + Linked: Receives teleported enemies only, without triggering on contact. Both traps are consumed.
    • Unlinked: Functions as a single-use spike trap with no teleportation.
  • Customize glow color (requires Advanced Lights research).
  • Colonists and animals are unaffected by teleportation traps.



Compatibility
  • Game Version: RimWorld 1.5+.
  • Mod Conflicts: None known.



Credits & Disclaimer
  • Contributions: Thanks to the RimWorld community for feature suggestions and balance tweaks.
  • This mod is fan-made and not affiliated with Ludeon Studios.


Close one, Gowing...
30 Comments
KetamineBoy 21 Jun @ 10:41pm 
whats the re arm cost?
Aegael 1 Jun @ 7:31pm 
Can you make an interact option for colonists so they can teleport themselves as well?
konstantynopolitaneczka 14 Apr @ 7:29am 
such simple mod, I can't believe no one did it before

and psychite tea requirement is crazy lol:luv:
Justalittleg00ber999 6 Apr @ 5:16pm 
Me watching the empire raid us: "That's it...just a little...closer..."
*Teleports a warcasket with max shooting, and melee, pumped up on go juice yayo and flake*
Squishy 19 Mar @ 3:12am 
@SilkCircuit
Least unhinged rimworld user after 1000 hours of gameplay. Almost beats the sandpaper treadmill room.
Tabu2684 18 Mar @ 9:48pm 
one question, is that a heat signature reference?
Villanelle 6 Mar @ 10:51am 
Freaking genius I love it
LarsSvengard 20 Feb @ 11:58am 
@SilkCircuit holy crap dude thats a great idea!
SilkCircuit  [author] 15 Feb @ 10:53pm 
@McSqiggles @[JdG] Pejman – Step it up—design a room filled with hungry kitties that slowly gnaw away at anyone sent inside. They'll chew on foes as if they were covered in cat treats, licking at their exposed wounds. Survivors say it feels like a dry socket—but across their entire body. Or better yet, trap them in a 1x1 impassable room, where they’ll stare at the same four walls until they succumb to a slow, miserable death by starvation.

@GranDadJack @[JdG] Pejman – I can look into making these updates, but I have a few other items on my roadmap for mod releases, so I can't guarantee a timeline. However, I'll add it to my list of ongoing requests.
SilkCircuit  [author] 15 Feb @ 10:36pm 
@朝嵐 - Yes, mechanoids are teleported using the teleportation traps.